Dueling Deck Techs: Clues

Ciel Collins • March 22, 2025

Dueling Deck Techs: Clues

Welcome to another Dueling Deck Tech!

Magic has had 30 years to not only come up with a whole host of different and interesting themes to build a deck around but also develop them into something you can play with in all five colors. The problem is that too many five-color decks make them all feel less special. In this series, I want to break apart the five-color decks.

I'll discuss the theme, what value each color adds to it, the core colors of the theme, and then suggest a pair of commanders which each use at least one of the core colors but bring other spices to the table.

Core colors, for the record, will be determined by total number of decks in a given color with that theme under EDHrec. There will be some consideration given to the mono-color, two-color, and three-color categories.

This entry? Clues.

Why Play Clues?

Card draw rules, next question.

Okay, for real. Clues are a unique bit of Magic history, being one of the first major noncreature tokens to see widespread use. They were so early on that the designers tied the creation of Clues to a keyword, investigate. This was incredibly flavorful but also restrictive and occasionally presents cohesion issues when compared to other noncreature tokens like Food or Treasure. 

The first and most obvious benefit is the ability to crack Clues for card draw, but that's just the top layer. Clues are artifacts, which have a lot of fun synergies to hook into as needed without making a pure artifact deck. 

Core Colors of Clues?

Blue is the first and away the clearest "Clue" color, being the primary color for card draw. It has two of the things Clues need most: artifact synergies and ways to turn Clues into a win condition. Blue can animate the Clues, turning them into game-winning threats out of potentially nowhere.

This is one of those themes that actually started out pretty handily in three colors and has persisted pretty uniformly. Between the two other colors, I believe green is the closest to blue in terms of Clue production. It has several solid ways to not just repeatedly make Clues but turn them into alternative resources.

The third and final color to talk about in this section is white. It has a lot of low-to-the-ground sources of investigation, encouraging lower mana creatures or attacking with much of the card directions. White also has some amount of artifact synergy, though not as much as blue.

This is notably the first theme in the series that is solidly in three colors. Murders at Karlov Manor gave us a Clue commander in the form of Morska, Undersea Sleuth

, with a back-up option of Sophia, Dogged Detective
. If neither of those appeal, there is the green-blue option in Lonis, Cryptozoologist
.

Gold Options

  1. Disorder in the Court
  2. Officious Interrogation
  3. Kellan, Inquisitive Prodigy
  4. Wavesifter

White

  1. Search the Premises
  2. Merchant of Truth
  3. Angelic Sleuth
  4. Armed with Proof

Blue

  1. Ethereal Investigator
  2. Erdwal Illuminator
  3. Five Hundred Year Diary
  4. Piper Wright, Publick Reporter

Green

  1. Fae Offering
  2. Innocuous Researcher
  3. Sharp-Eyed Rookie
  4. Briarbridge Patrol

What Does Each Color Offer?

For once, we only have two colors in the mix. Black and red, and black is definitely the one with more investigation to its name. For its part, black has a fair bit of Clue-making ability, some artifact and token interaction of note, and the occasional Clue synergy that makes one take notice.

Then there's red. Red has three entire cards which specifically calls out Clues or investigate, all of them essentially limited-only players. We're... we're not going to run Torch the Witness

, I'm sorry. Instead, we're going to rely on red for artifact synergies to pick up the slack. Red loves sacrifice and sacrifice accessories. It also enjoys turning artifacts into damage by one method or another... 

I will give a special shout-out here to colorless options for Clue decks, which either synergize directly with Clues or hook into their nature as artifacts or tokens:

So with that noted, we have choices. With green and blue being the top two, I want to separate them for our deck choices.

Azorius and Jund: Ezrim, Agency Chief

and The Fugitive Doctor
& Clara Oswald

Dimir and Naya: Eloise, Nephalia Sleuth

and Elmar, Ulvenwald Informant
& Sophina, Spearsage Deserter

Gruul and Esper: Jaheira, Friend of the Forest

& Street Urchin
and Inquisitor Greyfax

Selesnya and Grixis: Cadira, Caller of the Small

and The Rani

Izzet and Abzan: Glacian, Powerstone Engineer

& Dargo, the Shipwrecker
and Wernog, Rider's Chaplain
& Othelm, Sigardian Outcast

Golgari and Jeskai: Ich-Tekik, Salvage Splicer

& Keskit, the Flesh Sculptor
and The Fifteenth Doctor
& Sarah Jane Smith

...that's a lot of partner pairs. Clues are really compelling, flavor-wise, and their weird artifact-ness lets them do fun things! A major boon would definitely be the friends forever grouping, who even allow for several four-color combinations. 

Ultimately, I wanted to pick two decks whose commanders directly called out Clues in some way. I also wanted blue without green or white, as I felt it could run out enough Clue support on its own. After narrowing down the options, I ultimately decided on...

Overview of Eloise, Nephalia Sleuth

Eloise, Nephalia Sleuth

was originally a funky back-up commander for the Zombies deck back in Innistrad: Midnight Hunt. The deck had dying creatures and lots of tokens to sacrifice, so she worked well as an alternate, but she's much better when completely divorced from the Zombie context. She investigates whenever a creature you control dies and surveils whenever you sacrifice a token. Note: the creature can be a token. First up, let's look at some additional low to the ground sources of Clues.

Our deck is running about 25 creatures to ensure we have plenty to die and provide investigation triggers, so that feels fairly well-covered. All those Clues lying around can be converted into damage one way or another...

There's also the pure artifact nature at work, which can be used to power out some interesting spells and big effects. Anything with affinity for artifacts or which counts the number of artifacts we have lying around is worth taking a look at. 

Our commander surveils, which not only helps us find our reanimate spells but also helps get more creatures into the graveyard without the whole messy process of drawing, casting, and getting them to die.

Over the course of the game, our Clues will serve several purposes, from turning them into additional sources of mana, to sneaky ways of getting in damage. We can even cash in a bunch of Clues for a mass reanimate...

This is a pretty straightforward control deck, with the ways it wants to brick up in the early game and try to bleed out the opponents or crash in with a Rise and Shine

on turn ten or so. I'd be remiss if I didn't mention a few cards that actually didn't make it into the deck. These are cards you may consider if you're looking to ratchet the deck up to a higher bracket:

Time Sieve

is an obvious one. You can turn five Clues into an extra turn. With something like Piper Wright, Publick Reporter
, you can probably chain out and end the game. Probably. This deck would need a lot of further tweaking to really take advantage of one. Now, March of the Machines
? Well, it's an immediate infinite with Eloise. March of the Machines turns any artifact into a creature with power and toughness equal to its mana value. If Eloise sees any creature die, she makes an artifact token. Loop begins. If you have any sort of Blood Artist effect, you immediately win. These are both fine and good emergency buttons, just not the experience I sought to create for someone hoping to make a Clues deck.



Alright, what's the next deck?

Overview of Elmar & Sophina

Elmar, Ulvenwald Informant

is a three-mana 3/2 with haste who untaps a creature and investigates when we cast our second spell in a turn. Sophina, Spearsage Deserter
is four-mana 4/4 with menace whose attack trigger investigates once for each attack nontoken creature. Our deck could maximize one commander or the other. A build full of cantrips might serve Elmar better, while Sophina would love extra combats. I went for a straightforward build that works with both: a low-to-the-ground aggressive deck.

Our creatures run small, ensuring we can hopefully curve out and run in with one or both of our commanders. The optimal sequence of our commanders would be some ramp on turn 1 or 2, turn 3 Sophina, followed by Turn 4 Elmar, a second spell, and then swing. That's at least three Clues, but it should be a lot more. Even if we don't get that plan online, we have other ways to investigate.

Green and white are doing the heavy lifting on Clues and investigating. While red doesn't particularly care about Clues, it loves artifacts. We have a bevy of ways for red to use those artifacts, like the aforementioned Reckless Fireweaver

and friends...

Our commanders' triggers are incredibly useful, and one is an attack trigger. We have a way to double triggers or generally synergize by virtue of having quite a few other creatures with attack triggers. We're not going all in on attack triggers here, so the ones we include will be ones that already work with our gameplan.

Finally, we want additional ways to take advantage of all the Clues lying around. We may very well have games where we curve out and empty our hand, then use the Clues to refill it, but we want options. Thanks to them being artifacts and tokens, we have a couple of hooks to seize for some powerhouse cards.

From there, fill it out with a few aggressive options and some ways to protect your board (hello, Stalwart Pathlighter

), and you've got a stew going! As mentioned earlier, this deck has the possibility of going towards double-spells, extra combats, or even hooking more into the artifact or token synergies at work. This felt like the most "Clue-focused" version of the deck, but let me know which way you might tweak it.



Conclusion

With that, we have two very different versions of the Clue deck. Both want to make alternate use of Clues while occasionally cracking them for cards, but how they use them trends differently. Eloise, Nephalia Sleuth

is less likely to crack Clues directly, wanting to use them for occasional mana advantages and lay down early haymakers.

Elmar, Ulvenwald Informant

and Sophina, Spearsage Deserter
hope to race out into the red zone and crack Clues to keep the pressure on, after they've used them a little for extra damage. Both feel like fun options, but what do you think?

Hope you have fun telling your opponents to get a Clue! 



Ciel got into Magic as a way to flirt with a girl in college and into Commander at their bachelor party. They’re a Vorthos and Timmy who is still waiting for an official Theros Beyond Death story release. In the meantime, Ciel obsesses over Commander precons, deck biomes, and deckbuilding practices. Naya forever.